#Not getting the correct screen percentage from FSR3 Quality, using DX11.

1 messages · Page 1 of 1 (latest)

wise tendon
#

When using Unreal 5.6.1 with the FSR 3.1.4a plugin: we have the following code to get the screen percentage when changing FSR Quality mode:

static IConsoleVariable* CVARScreenPercentage = IConsoleManager::Get().FindConsoleVariable(TEXT("r.ScreenPercentage"));
IConsoleVariable* CVAR = IConsoleManager::Get().FindConsoleVariable(TEXT("r.FidelityFX.FSR3.QualityMode"));

if (CVAR) {
  CVAR->Set(Value, ECVF_SetByGameSetting);
  if (CVARScreenPercentage)
  {
    SetUpscaleSetScreenPercent(CVARScreenPercentage->GetFloat());
  }
}
  else {
UE_LOG(LogTemp, Warning, TEXT("Attempted to FSR quality level, but CVAR was not valid."));
}

This code works as intended when working in DX12, but in DX11 it always returns a screen percentage of 100, causing the scaling not to actually work.

wise tendon
#

Can confirm this issue persists in FSR4.0.3 in unreal 5.6.1

#

Repo steps:

  1. Create a new Unreal project.
  2. Add FSR(3) plugin.
  3. Set default RHI to DX11, restart.
  4. Run r.FidelityFX.FSR(3).QualityMode 2
  5. Run r.ScreenPercentage

Expected result: 66.66 - result 100.0
Doing the same, but with DX12, results in the expected 66.66